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Message
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RB3006
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RB3006
Posted 12 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2.7K,
Visits: 14.6K
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ohh, if also some pics of my daz custom characters. They have between 40 and 60. 000 Polys..
Gruß Robert
DANKE für Haare und Kleidung:, die nicht durch den Avatar geht !!!
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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Mine are ahem... Well, the face count of that pic I posted was 960K
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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Somebody who knows how to operate max??? Please help me figure out how to "apply" the mesh changes after calculating using the ProOptimizer? Edit: I have a 151K model and I have applied Pro Optimizer on it, I then export fbx and oprn in 3dxchange. I can tell that the modifer has had an effect because the model is no longer smooth, but the face count in 3dxchange is still 151K? Any help?
Edited
12 Years Ago by
rcsinger29
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animagic
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animagic
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 15.6K,
Visits: 30.3K
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sw00000p is the man for Max questions and answers... He's been in a good mood lately... As to the smoothness difference, that may just be a matter of applying Auto Smooth in 3DXchange. Also, does Max count polygons or triangles? One polygon (with four sides) is converted into two triangles by 3DXchange.
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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I patiently await word from the master!!! I have spent most of this weekend working on custom textures for Spiderman. I have now created 4 Avatars and there is some disagreement as to which one is the best. I think the far right is the best, but my family and a few others claim that the first 2 are the best?? BTW, this model was created using FREE content. Genesis base, pics from the net and boots.
Edited
12 Years Ago by
rcsinger29
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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Can you use the existing Daz rig and just weight paint it or must you delete the existing rig and skin using biped?
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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ok swoooop, When I apply the skin modifier to the existing daz rig, then select edit verticies and click to activate envelopes, it applies weighting, but uhm!!! like this what should I do? Basically, I am asking you to point me in the direction of a really good weight painting/enveloping tutorial.
Edited
12 Years Ago by
rcsinger29
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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Yes I can I can also type Skinning mesh 3ds max biped Rigging 3ds max and many other phrases They send me all over the place and mention adding the biped rig to a mesh with no bones. Tails bells and whistles I am asking for either instruction from you, or a "good" tutorial link from you because just as in all things, the road has many many paths, many of which lead you in the WRONG direction. I have already optimized these characters to a more RTA friendly value, but now I have to get them in motion again, some of which were reduced by 75-85%.
Edited
12 Years Ago by
rcsinger29
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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The problem is that as soon as I select "edit verticies", some bones have weighting (not all of the verticies and not in the right place) and some have none at all. Adjusting the "marker" doesn't change the weighting and painting only paints blue and yellow. It's not trouble, it's lack of knowlege and lack of "road map" for the thousands of buttons and commands.
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rcsinger29
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rcsinger29
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 747,
Visits: 3.0K
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Does the fact that "some" weighting is already applied to the Daz rig cause a problem? When you import the Daz fbx, the skin modifier loads automatically. When attempting to export after using pro optimizer, max automatically removes the skin modifier before export. If you apply it yourself, or you don't remove it, some weighting is already applied. How do you get rid of the existing weights and start all over?
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